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UV stretching on Smart Material

polycounter lvl 2
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Batu_Khan polycounter lvl 2
I'm using UDIM's from Maya. When I look at the layout in Maya it seems fine. When I put it in Substance, I get a stretching effect.

I check the box to use UDIM's in Substance when I create the scene. Imported files are FBX. Doesn't happen when I export each polygroup in the scene individually as it's own FBX file, only when I export the entire scene as a single FBX file.

I could work on each object/polygroup in substance, but it would help to be able to see all the objects in the same substance scene.




Replies

  • poopipe
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    poopipe grand marshal polycounter
    It looks like it's using the wrong baked map for that UV tile.  Perhaps the smart material isn't set up correctly to work with UDIMs? 
  • Batu_Khan
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    Batu_Khan polycounter lvl 2
    Thanks for responding, poopipe, if that IS your real name. Kidding. I can't find anything about Smart Materials and UDIM's specifically but I'll keep looking into it. Peace.
  • Kanni3d
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    Kanni3d ngon master
    If you paint normally (regular paint layer/fill layer w a mask), does it have that effect? If so - seems painter is looking at the wrong uv channel if you've got multiple set up.

    If its normal looking, then it most likely is some bad baked maps plugged into the smart materials channels/parameters

  • Batu_Khan
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    Batu_Khan polycounter lvl 2
    OK, I think I've figured it out. For UDIM, each UV must have it's own UV tile even if it is a separate material. 0-1,1-2, 2-3, etc.  Unlike putting each object or material in the same 0-1 UV tile for conventional texturing.
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